helix-mods/helix-term/src/compositor.rs

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// Features:
// Tracks currently focused component which receives all input
// Event loop is external as opposed to cursive-rs
// Calls render on the component and translates screen coords to local component coords
//
// TODO:
// Q: where is the Application state stored? do we store it into an external static var?
// A: probably makes sense to initialize the editor into a `static Lazy<>` global var.
//
// Q: how do we composit nested structures? There should be sub-components/views
//
// Each component declares it's own size constraints and gets fitted based on it's parent.
// Q: how does this work with popups?
// cursive does compositor.screen_mut().add_layer_at(pos::absolute(x, y), <component>)
use crossterm::event::Event;
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use helix_core::Position;
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use smol::Executor;
use tui::buffer::Buffer as Surface;
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use tui::layout::Rect;
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pub type Callback = Box<dyn FnOnce(&mut Compositor)>;
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// --> EventResult should have a callback that takes a context with methods like .popup(),
// .prompt() etc. That way we can abstract it from the renderer.
// Q: How does this interact with popups where we need to be able to specify the rendering of the
// popup?
// A: It could just take a textarea.
//
// If Compositor was specified in the callback that's then problematic because of
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// Cursive-inspired
pub enum EventResult {
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Ignored,
Consumed(Option<Callback>),
}
use helix_view::{Editor, View};
// shared with commands.rs
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pub struct Context<'a> {
pub editor: &'a mut Editor,
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pub executor: &'static smol::Executor<'static>,
}
pub trait Component {
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/// Process input events, return true if handled.
fn handle_event(&mut self, event: Event, ctx: &mut Context) -> EventResult;
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// , args: ()
/// Should redraw? Useful for saving redraw cycles if we know component didn't change.
fn should_update(&self) -> bool {
true
}
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fn render(&self, area: Rect, frame: &mut Surface, ctx: &mut Context);
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fn cursor_position(&self, area: Rect, ctx: &mut Context) -> Option<Position> {
None
}
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}
// struct Editor { };
// For v1:
// Child views are something each view needs to handle on it's own for now, positioning and sizing
// options, focus tracking. In practice this is simple: we only will need special solving for
// splits etc
// impl Editor {
// fn render(&mut self, surface: &mut Surface, args: ()) {
// // compute x, y, w, h rects for sub-views!
// // get surface area
// // get constraints for textarea, statusbar
// // -> cassowary-rs
// // first render textarea
// // then render statusbar
// }
// }
// usecases to consider:
// - a single view with subviews (textarea + statusbar)
// - a popup panel / dialog with it's own interactions
// - an autocomplete popup that doesn't change focus
//fn main() {
// let root = Editor::new();
// let compositor = Compositor::new();
// compositor.push(root);
// // pos: clip to bottom of screen
// compositor.push_at(pos, Prompt::new(
// ":",
// (),
// |input: &str| match input {}
// )); // TODO: this Prompt needs to somehow call compositor.pop() on close, but it can't refer to parent
// // Cursive solves this by allowing to return a special result on process_event
// // that's either Ignore | Consumed(Opt<C>) where C: fn (Compositor) -> ()
// // TODO: solve popup focus: we want to push autocomplete popups on top of the current layer
// // but retain the focus where it was. The popup will also need to update as we type into the
// // textarea. It should also capture certain input, such as tab presses etc
// //
// // 1) This could be faked by the top layer pushing down edits into the previous layer.
// // 2) Alternatively,
//}
pub struct Compositor {
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layers: Vec<Box<dyn Component>>,
}
impl Compositor {
pub fn new() -> Self {
Self { layers: Vec::new() }
}
pub fn push(&mut self, layer: Box<dyn Component>) {
self.layers.push(layer);
}
pub fn pop(&mut self) {
self.layers.pop();
}
pub fn handle_event(&mut self, event: Event, cx: &mut Context) -> bool {
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// TODO: custom focus
if let Some(layer) = self.layers.last_mut() {
return match layer.handle_event(event, cx) {
EventResult::Consumed(Some(callback)) => {
callback(self);
true
}
EventResult::Consumed(None) => true,
EventResult::Ignored => false,
};
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}
false
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}
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pub fn render(&self, area: Rect, surface: &mut Surface, cx: &mut Context) {
for layer in &self.layers {
layer.render(area, surface, cx)
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}
}
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pub fn cursor_position(&self, area: Rect, cx: &mut Context) -> Position {
for layer in self.layers.iter().rev() {
if let Some(pos) = layer.cursor_position(area, cx) {
return pos;
}
}
panic!("No layer returned a position!");
}
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}